On Fri, Jul 20, 2012 at 10:23 AM, Frederic Bouvier <fredfgf...@free.fr> wrote:
> Hi Tim & James,
>
>> De: "James Turner"
>>
>> On 20 Jul 2012, at 07:22, Tim Moore wrote:
>>
>> > We could use the stencil buffer without copying anything: render
>> > the near scene first, setting stencil bits, then enable the stencil
>> > test for the far scene. I believe that the stencil test has been
>> > extremely fast for years.
>>
>> Oooh, yes - I was forgetting the cameras are rendering to the same
>> buffers.
>>
>> That seems like some low-hanging fruit indeed!
>
> Rembrandt can't use a scheme where the depth buffer is cleared in between
> because it rely on it to compute positions. But it exhibits depth buffer
> precision problems too, especially when computing lights (if the light
> volume is too tight, it can miss to intersect the terrain). So I was thinking
> of playing with depth ranges : the far camera renders with a range
> [0.5..1] and then the near camera renders with the range [0..0.5]. I think
> this could be unified with the classical renderer. What do you think about
> that ?
>
I would probably give more of the range to the far camera e.g.,
[0.1..1.0]. This would probably work best with a floating point depth
buffer, but if you do that, you might be able to go back to using only
one pass.

http://outerra.blogspot.fr/2012/06/couple-of-opengl-notes.html has
some interesting insights into the various approaches.

Tim
> Regards,
> -Fred
>
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